Greg Rollins

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Greg Rollins (Scenesys ID: 2647)
Profile
Name: Gex Rol/Greg Rollins
Superalias: Astro-Knight
Gender: Male
Species: Ziranian
Occupation: Student/Superhero/Alien Noble
Citizenship: Ziranian
Residence: Metropolis
Education: Intergalactic Ziranian/High School (Attending)
Theme: Original (OC)
Groups:
Details
Apparent Age: 16 Actual Age: 16
Date of Birth 30 October 2004 Played By
Height: 5'9" Weight: 150 lb
Hair Color: Ebony Eye Color: Amber
Twitter:
Theme Song: Silverhawks theme. https://www.youtube.com/watch?v=Sw3PaIsdzXk (Instrumental)

https://www.youtube.com/watch?v=EqsgLxuMhLE (Vocal)


Character Info

Profile

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Astro-Knight is the name chosen by one Gex Rol, an alien peacekeeper who has found Earth his refuge and home after landing from massive ship damages. He has proven an enthusiastic helper of people in trouble. Despite this, he's known as a bit of a daredevil and likely to take on situations too big for himself. Overall, he comes across as a nice guy otherwise and is eager to do what he can to help out here on Earth.

Timeline

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Timeline:
* 2004: Born on the planet Zira IV, a mildly Earth-like planet on the edge of the Milky Way, Gex was born to the noble family under the clan name of Rol. The planet was peaceful then, with little to worry about. They were star travelling and peaceful traders with nearby systems. Unlike Earth, their native population evolved from a insect-like species that eventually crossed with a mammalian and became the dominate species on their planet, barring wild animals.
* 2009: Gex, like many others of his planet, discovered his ability to hear and project thoughts and emotions. A reason for the planet being so peaceful as it was extremely hard to hide negative emotions and thoughts. It takes another three years before he has control, a year longer than the average Ziranian.
* 2011: Gex is interested in the planetary defenders and manages to convince his family to show him their facilities. The closest Earth term is 'Knight' with their job being planetary and system defense by law. They were modelled after some of the fiercest beings known to them in their suits, hawk-like creatures known as the thrix.
* 2013: Gex begins to learn about the Knights alongside his schooling with a dream of becoming one eventually.
* 2015: The Aakon begin to invade the nearby star systems, seeking resources. This is noticed and Gex overhears his parents talking about such.
* 2018: The Aakon are sighted a few star systems over. Gex overhears this again, and heads for the defense facility where he hears plans being made for war.
* Early 2020: War comes to Zira IV, Gex being of a noble family and possibly hostage material is kept in the local areas where he can be managed. This backfires as the Aakon force decide to take the planet by superior force.
* Late 2020: Gex, on the run with his family, is implanted with one of the Knight suits and stuffed into their most advanced starship. One capable of FTL. His parents and friends in the Knights stay to rebel, but seeing it as no place for the younger man, sends him off into space to safety.
* 2021: During the rush to escape Aakon territory, his captors, and others, Gex's ship is damaged on a faster than light jump. Gex enters the Kuniper belt outside of Earth's solar system before escaping in a fighter craft. It barely makes it into the outer solar system before miraculously sling shotting around Saturn to land on Earth. Gex himself is fine, his ship needing repairs, and he is approached by the DEO who detected the entry despite advanced cloaking tech of the fighter that he settled in a cave in the Adirondacks of New York. Asking for asylum, Gex is granted it and begins to live life peacefully under the assumed name Greg Rollins. An emancipated orphan in the system. He is slowly picking up English.

IC Journal

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{{{ICJournal}}}

Personality

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Curiousity:
Gex is naturally curious about the world around him. This curiousity leads to him poking at things at times that may get him in trouble. Earth's technology and ways mean that he has a whole world of curious things to look at. Warriors, powers, even the technology of the world is different than what he is used to. If something catches his attention, he is liable to go investigate it rather than do the sensible thing such as stay with his friends or stop a crime if someone else is already doing so.

Helpful Soul:
Gex's entire racial society is about as close to a hive mind as one can get without giving up individuality. He is more in tune with feeling out the struggles and moving to help people than anything else. To that end, if he is without his helmet he will naturally seek out thoughts or emotions of those that are troubled and try to help them. Whether they like it or not, the teenager's usually there to help out as much as he can. The downside is that said helpfulness can be taken care of if they can trick him into thinking they are doing no wrong at all. An example is a carjacker saying it's really their car.

Noble Warrior:
Gex comes from a lineage that happens to be all about the warrior mindset. At the same time, this mindset has been tempered in that he tries to keep the peace for those around. To him, combat is a noble art form but also dieing in service to others is the ultimate form of death for ones who are of the more warrior caste of mindset. While this is not the only form of death, it is the one that he would prefer to go to and with the honor of doing so in the service to others somehow.

Survivor's Guilt:
Gex is probably one of the last survivors of his race that is free. He knows this, and he has a particular guilt that drives him to either find a way to continue his race, find a way to utterly annihilate their oppressors' very race, or get back with a lot of help to give them freedom. Even then, it's possibly too late and it's a very strong possibility that anything that he knew from before will not be the same. While intellectually he knows this, it still drives him to try to get that help and free his people somehow in the long run. Besides this, it also means that he will take insane risks to prove himself and to make people realize that he's desperate for help beyond just teaching, superhero work, or anything else even if he doesn't realize it himself.

Character Sheet

Powers

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Empathy:
His empathic powers are more attuned than his telepathic powers. With them, he can get a sense of the general emotions. Fear, anger, jealousy, hope, happiness, joy. All of it is an open book to himself. He can project the same back and much like his telepathy can establish empathic links with individuals on a temporary basis. His maximum is 10, in which case he would be a standing receiver. This does not overlap with his telepathy.
OOC: Note empathic reading is by consent on PCs.

Knight Suit:
The Knight Suit is an advanced alien suit designed to be a peacekeeping as well as search and rescue cybernetic enhancement. Commonly it forms a metallic alloy suit with hidden emitters along the entirety of the body when in use as well as acts as a badge of honor for those of Ziranian culture and some other civilizations as well. The avian-like motif is designed around a native predator bird of Zira IV.
Note - Powers preceded by 'Suit' are specifically for this cybernetic setup.

Suit - Flight:
As a means of getting around, much like their avian design, the Knight Suit is equipped with a trio of systems that allow them to reach an incredible speed in atmospheric conditions and more so once they reach the zero gravity of space. The primary means is by the arm wings that allow it to glide on their own at around 80 KPH (roughly 50 MPH) in the air and without bad weather anomalies. With the gravity manipulation system in the suit, it can use a lens based technology to utilize the force beams and push the flight speed up to Mach 2 in the atmosphere if there is enough room for him to fly that fast. In city areas, that speeds usually kept to a good 120 or 160 KPH (75 or 100 MPH) to avoid cleaning up the damage and because steering at that speed is rough.

Suit - Force Blasts:
An offensive use of the force field, the emitters can be repurposed to give off what looks like lasers at first but is really beams of pure force causing injury. Due to placement, only two such can be used at a time. Safety devices in the suit's computer require at least one low powered shot to gauge how a target responds before going for more power on biological targets. At the most they can mimic a tank round. There are around eight emitters on the Knight Suit. Two on the upper shoulder, another pair on the side shoulders, two just down from the elbow, another on either wrist, and a pair on the ankles. These emitters have to be pointed despite being hidden in order to use them effectively. He also has a limited range of 1 kilometer, which will significantly weaken the blast by the time it gets there to being a light tap.
Note - Using this power shuts off the Force Field.

Suit - Force Field:
The force field serves as the primary defense of the suit, dampening such things as energy or physical effects. The suit also gains power from effects that impact it, but it can be overloaded and will take a few seconds to recharge. In terms of damage it can withstand up to a tank round and dampen the effect so it only feels like a football player tackle on the suit's wearer before shutting down. Multiple attacks can also overload it if enough are pointed at him as well.
Note - Force Field shuts off to use Force Blasts.

Suit - Helmet:
The helmet of the suit's avian look also houses some advanced sensors primarily of the vision and hearing range.
* Telescopic - The vision of the visor can go up to 15 kilometers away (around 5 miles) in magnification.
* Hearing - Selective hearing can be induced in order to sort out heartbeats, cries for help, or other such sounds. A wearer can hear up to 1 kilometer away in atmospheric conditions.
* Ultrasonic Hearing - The audio devices can hear into the ultrasonic range.
* Mental Shields - In order to protect Ziranians out in the field, this is necessary due to their more open mind sets. The shields are about average and technology based, so can be bypassed by a moderately powerful mentalist.
* Life Support - The suit is a sealed environment when deployed and can support up to eight Earth hours of oxygen internally before running out. It can also take oxygen from the environment if there is any.
* Communications Array - The helmet can pick up radio or digital signals as well as some more galactic standard signals.
Note - GM may rule what signals are picked up in non-standard setting signals.

Suit - Internal Computer:
Gex's internal computer is located in his helmet and serves as a means of both protection and use of the Knight Suit abilities. It is also in constant contact with his ship when in range and trying to keep Gex himself alive. Most of the time it does nothing at all but serve to aid Gex's targetting or show diagnostics of himself and the Knight Suit on the visor. It does, however, have control over the entirety of the Knight Suit despite having a sophisticated firewall.

Suit - Lifting Strength:
The suit, on it's own, isn't that much stronger than your average human. However, one trick that is well known by Knights is the ability to push with their flight systems. This takes time and in a contest of strength can often turn the tide if it's a straight on push. It's also useful in lifting objects or pushing craft back on course. At the most the thrusters, wings, and all can push up to 10 tons if it has to.

Suit - Magnetic Gauntlets:
In order to perform space and sometimes atmospheric rescue missions, the gauntlets of the suit can create an electromagnetic field that will pull an object with the force of around 400 pounds or pull them to the object with the same amount of force. The gauntlets can not do any fine manipulation and if there is nothing ferrous for them to latch on to, they will not work.

Suit - Tangle Launcher:
Possibly one of the most unique weapons is the tangle launcher. This sprays both a fire fighting and containment foam in a small explosive shot. The foam is pretty easy to break for anyone with beyond human strength or can be cut from the inside if one manages to get a hand free. It otherwise serves as a fire suppressant in order to get in and get out of areas where others are trapped. The foam when hardened lasts for an hour. It normally holds six shots with a typical foam blast able to cover at least 4 meters (13 feet) in area.

Telepathy:
Gex has the ability to read surface thoughts and broadcast his own. Mental shields will take an effort that he might be able to get through if not maintained, but he will freeze in the physical world to do so. If he wishes to, he can sustain mental links of up to ten people at the most. The more people he has linked, the more concentration he has to put towards it. At ten, he is immobile and simply acting as a 'receiving station' physically. His effect range without a mental link is roughly line of sight.
OOC: Telepathy consent on PCs other than broadcasting to them.

Skills

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Alien Technology:
Gex has been shown a lot of alien technology. He comes from an alien world that made their market by being mostly peaceful traders with a peacekeeping force designed to help others. To that end he knows how to repair, but not build most of the alien technologies out there that rely on metals, force fields, and faster than light drives but lacks the parts around on Earth to do so. He can also in most cases identify the maker of said technologies by alien race name.

Galactic History:
Gex, while not a scholar, knows a lot about the happenings out there as far as the history of the galaxy. It's hit or miss if he has specific events, however, and some things might be unknowable to the more peaceful Ziranian culture out there. In most cases he can ID the major galactic players if he sees their usual forms and can often point them out in a crowd.

Martial Arts:
Gex's martial arts are pretty alien, but still something that can be used pretty well in gravity or zero-gravity. Further, a lot of it is designed for his Knight Suit and to put someone in position to be blasted by the emitters of the suit. His style is a highly acrobatic one, using sweeping motions to guide or push an opponent out of position for a swift kick, take down, or even joint lock if it will work on the species. Trading a punch is rare for him due to his wings requiring his arms and all. His skill level in this is of a moderate standing. Almost any experienced martial artist or fighter will be able to seriously counter or give him a run for his money in this.

Personal Flying:
Unlike his vehicle experience, Gex is pretty good at what he can do with his cybernetics or other personal flight means. This includes things such as jetpacks, for example, hang gliders, wing suits, and other such items. Primarily this is in relation to his own cybernetics, but he can apply it to other such items as well in a gliding or flying capacity. Once in the air, he can maneuver and fly with some of the best out there both in combat and out of combat. That is not to say he is one of the best, but at least very much above average in skill.

Vehicle Flying:
Gex is an experienced pilot despite his young age, mostly by necessity. He can fly most aerial and space worthy vehicles if he can figure out the controls, which in most cases are pretty close to the same. While he is not overly familiar with combat flying, he can still at least give someone a run for their money in terms of trying to shoot him down if it comes to it.

Resources

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The Drifter Mirage:
The Drifter Mirage is the name of Gex's only remaining means of possibly getting back home. It is designed as a support craft for rescue missions and lightly as a cruiser style fighter. Unfortunately, a lot of it is damaged and it's only barely able to fly. Not to mention all of the weapons are scrapped and the shields are only at the same level as Gex's Knight Suit. Gex currently keeps it in the Adirondack mountains, using it as an impromptu base of sorts.
* Flight - The ship can fly through anti-gravity and ionic fusion engines. It's top speed is currently Mach 1 in the atmosphere, and sub-light speeds outside of it.
* Life Support - The ship can comfortably sustain up to 30 carbon based life forms for around a week in terms of life support, recycled food and water, as well as medical.
* Cloaking Technology - The Mirage's name comes from the advanced cloaking technology much like the former mothership. It has advanced optical camoflauge and technology to fool radar and some of the advanced sensors that use gravity or other means.
* Medical Bay - The medical bay is necessary and one of the few things that Gex makes sure to keep repaired and up to date on. It is able to patch up healing on most galactic species at least and walk Gex through such. The automated medical bay is specifically tuned to help Gex himself and will help repair his Knight Suit as well as patch himself up.
* Forge/Fabrication Systems - In order to patch up the Knight Suit and other technologies, material is needed. Gex usually finds these as junk laying around. So long as it is not too rusted, he more often than not can have it melted down, taken apart, and turned into materials that can be put together by the ship to fix up other technologies or Gex's Knight Suit. Totally new parts of course need a lot more, and a full Knight Suit would require an actual junkyard full of materials alone as well as some exotic materials found elsewhere.
* Communications/Sensors Array - Originally much more powerful, the sensors now can only reach the moon in terms of scanning and often just put warnings to Gex if it senses something worth looking into. Otherwise the computer of the ship monitors Earth's communications and a few galactic standard communications means in a non-standard fashion to try to update it's database and search for Earth technology that Gex might use to get home.

Weaknesses

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Culture Shock:
There are significant differences between the culture of Zira IV and Earth. Such things as offering help to someone in distress that isn't physically visible, for example. Gex still has problems functioning whenever he is not in his suit or does not have some form of mental protection going on that will allow him to not perceive such. As it is, he will usually go up to someone in emotional or other distress in thought and try to help out in some way even if it is a villain.

Electromagnetism:
He does wear basically an all metal armor. Despite it being light weight and very functional, it is vulnerable to magnetism and electical attacks. These attacks may temporarily short out or even lock down his movement until the effects fade. Even worse, the force field doesn't protect against them.

Internal Computer:
The Knight Suit is a complicated cybernetic interface. More so than any organic mind can really use on their own readily, meaning it has it's own internal computer system. Due to the communications being on most of the time, it can be hacked and cause problems until successfully repaired or reprogrammed.

Power Limits:
The main reason that Gex does not go back into space is a severe power limit. Without something such as wind, moderate sunlight, or other such physical or energy based forces for his suit to absorb it can run out of power. At the most he has one Earth day of power if left without something for the force field to repower it with.

Repairs:
The Knight Suit that he uses is a cybernetic piece of equipment. The downside to this is that he has to have the parts and materials to initiate the repair even at his crashed ship. Earth materials usually take a bit to both melt down and reforge for the ship or even himself, meaning if he suffers significant damage or injury to his systems he might be down for a few days or a week if he can make it back there. Some of the technology might even stump Earth scientists.

What Mental Shields:
Unfortunately, he comes from a society that had little problems with racially developed telepathy and empathy and only minimal shields from the adults at best. His own training in shielding was supposed to start this year and currently he has none at all but what his suit provides. And even then, it is enough to only stop his own mental powers and somewhat on others.

Role-Play

Logs

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Greg Rollins has 22 finished logs.

Title Date Scene Summary
Happy Harbor: Game Night (December) December 17th, 2022 December gamenight goes well. Winter is here!
Robbing the Bank December 14th, 2022 Astro-Knight and the King of Chins Hercules go fisto-a-face-o with Scorpion and Rhino!
Teenagers in the Park July 5th, 2022 No description
Pancake Hermit July 4th, 2022 While out getting pancakes, Greg and Jessica run into each other. Jessica's turmoil is enough for Greg to ask her what's wrong, talk to her, and reveal she's at least got one friendly heroic type.
Hulk smashes, without the capitals. June 25th, 2022 A smashing summer's day in Montauk.
Hawk & Badger in M-Town June 24th, 2022 Greg and Gabby meet while getting nachos. Gabby helps Greg, Greg helps Gabby some. Partial stories exchanged, and Gabby directs Greg towards the Genoshan Embassy for some help regarding his psychic abilities.
The King Goes to School November 10th, 2021 T'Challa visits Happy Harbor High School for an assembly, a donation, and a demonstration. Awkward questions included.
Some Days You Just Can't Get Rid Of A Rock September 22nd, 2021 An encounter with random people on Broad Street reveals disillusioning facts to RUBY, and after some time, directions to a hotel are given to KA'SHIRA, courtesy of local megateacher ALBERT and his astute space-pupil, GREG. To think, that the cats are neither cats, nor fat.
Geekery Extravaganza! August 1st, 2021 Greg sees his first movie! Irie spends time with a friend 'her own age!' The ancient secrets of miniature painting are shared! ...along with a few more unnerving secrets. How can one be 5, and -15, and 16 all at the same time? Weird.
You Brought A Ship To School July 8th, 2021 Greg brings his ship to school in hopes of getting some geeky types to look at it. Runs into Madison first, and they end up playing with the ship's food processor and getting alien biology lessons. Madison fangirls like crazy, Greg tries to keep her from using up whatever resources he has on his ship.
Happy Harbor: 4th of July Celebration July 5th, 2021 The Four...Fifth of July happens in Happy Harbor and there's an uninvited guest.
School Is Supposed To Be Lame June 29th, 2021 No description
Unnecessary Roughness! June 23rd, 2021 Scarlet Spider, Silk, Owari, Astro-Knight gather to stop a jewelry store robbery, though an unusual song bird inside keeps the situation from boiling over. Plus, a cameo from Ms. Marvel and Bruno!
But nobody would miss them! June 7th, 2021 No description
Meanwhile, at the cafe... June 6th, 2021 Two new and unusual students meet and form a new friendship. And celebrate by delivering fresh foccacia to the rest of the students on the trip.
When In Rome: Part One May 28th, 2021 Happy Harbor students and faculty make it to Rome in one piece and they surprise Nick!
Impromptu Office Hours May 24th, 2021 Greg visits Happy Harbor and wants to know more!
Idyllic Afternoon May 13th, 2021 A rather social afternoon at the park
Food Trucks Aplenty - Batter at the Battery May 12th, 2021 Interesting food and interesting... people?
Central Perk May 12th, 2021 A quiet day in Central Park is broken by a runaway horse and carriage.
Obsession: Part 1 of May 6th, 2021 Arrested but not taken in, the obsession continues
What Is A Scion Anyway May 1st, 2021 Gwen and Eddie go out nightclubbing, and run into Rachel Summers and Greg Rollins.

Cutscenes

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Greg Rollins has 22 finished logs.

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Gallery

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